Ch/1: INTRODUCTION in 1977, 2000 AD Took the World by Storm

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Ch/1: INTRODUCTION in 1977, 2000 AD Took the World by Storm CH/1: INTRODUCTION In 1977, 2000 AD took the world by storm. Unlike other comics, with their capes and crusaders, 2000 AD offered an anthology of brutal stories about flawed characters in deadly worlds. Over the years these characters included Judge Dredd who enforced the laws of Mega-City One, the mutant bounty hunter Johnny Alpha, the genetically engineered Rogue Trooper, the Celtic warrior Sláine, plus a veritable menagerie of weird, violent, and colourful characters in bizarre and often desperate circumstance. Now it’s your turn! With so many dangerous worlds populated by interesting and evocative characters, there is ample room for further stories and that’s where Judge Dredd & the Worlds of 2000 AD comes in. Using this book, you and your friends can create gritty new anti-heroes to explore the awe- some environments torn from the pages of the greatest comic in the world. The kinds of characters you and your friends create depend on the world you choose. You might be mutant bounty hunters, genetically engineered soldiers fighting in the future, warped barbarians searching for plunder, or grim ath- letes fighting in blood-drenched arenas for your freedom. While the rules in this book help you tell stories in any of the great worlds of 2000 AD, this LISTEN UP, CITIZENS! book spends much of its time on Judge Dredd, easily the most popular and I have been asked to introduce best-known of the anti-heroes populating the amazing comic. this Justice Department approved game to you by Accounts Division. JUDGE DREDD This book is a mistake and will only cause more lawbreaking; however, It is the year 2099 and the world is much changed from how we know it. my objections have been overruled. After a disastrous global war, much of the planet has been reduced to a ra- Heed this warning: Using this book dioactive wasteland, vast stretches of which are uninhabitable, both from in a proscribed manner will result the radiation and the mutated horrors that make their home in the wastes. in lengthy cube time. Civilization now huddles in vast mega-cities, conurbations encompassing massive stretches of land. Three such mega-cities have risen from the ruins This book does not give you the of the United States of America; Mega Cities One and Two and their southern right to enforce the Law! Should you neighbour Texas City. attempt to do so you will be looking Sample file at decades in an iso-cube for jimping. The most important mega-city, and the primary setting for the Judge Dredd stories, is Mega-City One. Although the megalopolis’s footprint eventually Possession or ownership of this shrank after a series of devastating events, at its height it spread across the book will be treated as an aggravat- entire eastern seaboard of the United States, from New England to Florida, ing factor should you commit any and its population reached upwards of 800 million. Much of Mega-City One other crime, and I will add five years consists of City Blocks, enormous star-scrapers large enough to home up to to your sentence. 50,000 citizens. The press of people and widespread unemployment, due Should this book be banned at to the existence of sapient robots, makes Mega-City One a dangerous and JUDGE DREDD®; REBELLION A/S; ALL RIGHTS RESERVED. ALL RIGHTS JUDGE DREDD®; REBELLION A/S; some point in the future you will re- unruly place, one where people fritter away their time on the current fad or port to your local sector house for distraction that happens to be taking the city by storm. sentencing and destruction of the of- Mega-City One’s size and sprawl makes enforcing law and order difficult, and fending item. Failure to do so will add so the city employs special law enforcement officers called Judges to patrol another five years to your sentence. the city and police its streets. No simple cops, Judges have complete power to I hope I am making myself clear, enforce the law by any means they deem necessary, sentencing and convicting creeps. any criminals they catch, and, rarely, executing them for the most despicable Finally, on behalf of Justice crimes. Easily recognized by their distinctive helmets and uniforms, Judges Department, I hope you enjoy your cut impressive figures in Mega-City One, evoking fear, respect and hatred in game... (more-or-less) equal measure from the citizens they protect. Judges are also ...WHILE YOU CAN! well-equipped to carry out their duties, from the Lawgiver pistols that can fire up to six different types of ammunition, to their Lawmaster motorcycles which DREDD are armed with an array of weapons and an onboard AI computer that can take over driving duties when the Judge is otherwise occupied. 2 Of all the Judges enforcing the law in Mega-City One, the most feared and respected is Judge Dredd. A dour, often humourless man; utterly committed to punishing lawbreak- ers and keeping the peace. Over the years he has brought justice to some of the most notorious criminals to have terrorized his city. While he almost always gets his perp, Dredd is but one man and with the constant unrest and upheaval making the city a dangerous place; there will al- ways be a need for fresh recruits to join the fight. It is time for you and your friends to earn your badges, take up your Lawgivers and bring the Law to the city. You might die, as many have before you, but you might also make a name for yourself, one worthy to stand alongside Dredd’s. ROLEPLAYING IN THE WORLDS OF 2000 AD Judge Dredd & the Worlds of 2000 AD is a tabletop roleplaying game (RPG). Unlike other kinds of games, much of the play takes place in your imagination, and you and your face. The players describe how they react to the situation friends work together to create thrilling stories in the worlds and what methods they use to overcome the obstacles. Using of 2000 AD. This book contains the rules of the game and a combination of common sense and the rules presented information about the world you explore when you play. in this book, the GM interprets the players’ stated actions, decides how they play out in the story, and then describes This game is similar to many other tabletop RPGs in that how the situation changes; and the plot moves forward. Thus, one of you becomes the Game Master (GM) and the rest the game plays as a back and forth exchange, with the GM act as players. Each player controls at least one Player describing the situation, the players responding, and the GM Character (PC). These PCs become the central characters responding to them with a new situation, and so on until the in the stories you and your friends tell. As a player, you adventure ends and you have all told a story worthy of ap- can choose one of the pre-generated characters included pearing alongside those in the pages of 2000 AD. in this book, or you can use the rules to make a unique character all your own. When you play your character, you You might play through a single adventure or the GM decide what your character does and says. In a way, your might connect several adventures together to tell a longer character becomes your alter ego, allowing you to become story. As the PCs complete adventures, they might find new someone else; if only in your imagination. equipment, earn money, and, best of all, gain experience Samplethat file helps them improve their capabilities over time. To Anyone can choose to become the GM, though you only manage character development, the game uses experience need one GM at a time. GMs can have the most fun since points (XP). When the players reach story goals, overcome they are the architects, the narrators, the interpreters deadly challenges, and defeat foes, the GM grants XP and of the rules, and the adjudicators of what happens in the then the players can then spend this earned XP to get bet- game. As the GM, you decide what sorts of adventures the ter at those skills they desire and can develop new abilities. Player Characters have, determining the challenges and opposition, what is at risk, and what the PCs can hope to gain by completing their objectives. You also play all the RuLE ZERO supporting characters in the story, from the extras that As with most roleplaying games, GMs have the final say stand in the background, the victims of crimes, and the about what happens in the game. So, GMs decide what criminals themselves. In one adventure, you might play happens when a player describes a particular course of ac- Call Me Kenneth, the leader of the robot uprising, and in tivity. They might decide the activity happens as described, the next you might be the terrifying Judge Death. You does not happen — likely because the action is impossible might control a gang of thugs or a band of mutants who — or might require the player to roll dice. GMs are also the have managed to infiltrate the city. Finally, as GM, you ad- final authority on the rules. Whenever a question comes judicate the rules. While the rules tell you how the game up about how the rules work, GMs should interpret the can be played, you can decide when to use them and when rule in whatever way they feel is fair. GMs can ditch rules to ignore them.
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